Calling the function FTabSpawnerEntry& RegisterNomadTabSpawner( const FName TabId, const FOnSpawnTab& OnSpawnTab ); to display the name of a new plugin causes the name to be displayed twice. In t ...
When unlocking FPS in Viewport it defaults to 120 instead of potential max FPS. If you do this during Launch the 't.MaxFPS 0' or 't.MaxFPS -1' commands unlock the FPS to the max the GPU allows in th ...
When using PerInstanceRandom in a material that is applied to a Hierarchical or normal Instanced Static Mesh component, there are issues of the value resetting when certain transform operations are ...
When Scroll Widget Into View is called (C++ or blueprint node) the "Target" widget will scroll to the beginning of the "Widget to Find" rather than scrolling until the entire Widget to Find is in vi ...
workaround Debug Filter changes back to default when PIE. When playing - Shift + F1 to release mouse Debug Filter can be changed to what is needed ...
Only occurs on Mac When clicking on the Notify Track in a Montage or in an Animation Sequence a bar shows up where you can name the new notify and after hitting enter it adds it to the Notify Track. ...
Attempting to interact with the pop up menu that appears when right clicking in Skeletal Editor -> Section Selection causes the pop up menu to be closed instead. Regression: No - same behavior occu ...
When creating a level script actor class and adding logic in the new level script actor class the logic is not automatically executed in child levels. In order to get it to execute someone has to go ...
In the 4.17 release notes, there is a note that mentions that plugins added to a directory in the AdditionalPluginDirectories list in the .uproject file would automatically get included in the gener ...
When adding comments to Blueprints with ":" or "=" symbols at the end of the comment results in searches not working. Searching for "todo:" will not work but removing the ":" results in a successful ...